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What Creates Infernal Radiants?

Infernal radiants, as with the other sorts, are created in a moment of need. A moment in which events have conspired to deny the character what they want, and for an instant, they DEMAND that the world itself change events to GIVE THEM THEIR DESIRES.

When Infernal Radiants are created, the sky fractures into shards of cloud, bathing the area in a sick, tainted light. The Infernal is surrounded by an eye-searing aura, which fades into their skin over the next few minutes.

Infernal Radiants are created out of selfishness, and although they are not always evil, selfishness taints their actions. They set themselves against destiny in the name of personal gratification, power, or a refusal to accept what fate has laid out for them.

Innate Powers of the Infernal

All Infernal Radiants can learn special Charms, which are listed below the Great Curse section. These Charms are to Sidereal Charms as Abyssal Charms are to Solar Charms. Infernal Radiants, like Sidereal, may not create new Charms.

In addition, Infernal Radiants follow the same rules for anima flare as Sidereals, and can activate their animas in the same manner as Sidereals. However, they do not suffer from Paradox, as they cannot activate Resplendant Destinies or Astrology. Instead, they must rely on their Charms to bring about their desired goals. On the flip side, they are not affected by Arcane Fate in any of its incarnations.

The anima flares of the Infernal are single colours, but subtly warped in ways that pull at the mind, suggesting colours that cannot exist.

Castes of the Infernal

The Infernal castes are inspired by the Sidereals, but are tainted and twisted.

Chosen of Fear are the embodiment of the desire to flee a situation, to escape from destiny.
Caste Abilities: As Journeys
Anima Power: By spending 5 motes, the Chosen of Fear can inspire fear in everyone around them. Anyone who is within (Essence x10) yards of the Chosen must succeed at a Valor roll or retreat to a safe distance. Many people will continue to flee when out of the radius, but this is not required.
Anima Colour: Blue

Chosen of Envy are social manipulators, taking what they want at the expense of others and avoiding the consequences.
Caste Abilities: As Serenity.
Anima Power: By spending 5 motes, the Chosen can match themselves against any single opponent. In direct opposition with that opponent only, with a single Ability chosen when the power is activated, the Chosen has exactly the same diepool as her opponent (not including equipment or Charm bonuses).
Anima Colour: Yellow

Chosen of Hate are warriors, destroying that which stymies their goals.
Caste Abilities: As War.
Anima Power: By spending 5 motes, the Chosen of Hate ignore their pain to destroy their opponents. For the duration of the scene, they ignore all wound penalties for any combat-related actions.
Anima Colour: Red

Chosen of Greed seek to learn everything and take everything, slipping through the world like shadows.
Caste Abilities: As Secrets.
Anima Power: By spending 5 motes, the Chosen of Greed can see how strongly things are valued. She can tell at a glance how much anyone within (Essence x10) yards values anything or anyone in the same radius. This effect does not trump Charms that conceal a person's intentions or hidden desires.

Chosen of Pain are consumed with the need to harm others, teaching them brutally not to interfere in the Chosen's business.
Caste Abilities: As Endings.
Anima Power: By spending 5 motes, the Chosen wraps herself in the Essence of pain. Anyone struck by her in combat will suffer an additional -1 wound penalty per hit, up to a maximum of her Essence.

In addition, any of the Infernal can create minor blessings or curses; they may have a number of these in play at any given time equal to their Essence score. These blessings or curses modify the target number of rolls for one Caste ability by 1 in whichever direction for the target; they require the commitment of 4 motes of Essence by the Destined. Multiple effects counter each other, but do not stack.

Infernals treat Infernalism as Sorcery and Sorcery as Infernalism for the purposes of prerequisites.

Character Creation

Character creation is as Solars from the Core Book, with the following changes:

Caste: Choose from the new Castes above.
Nature: Stays the same.
Attributes: Infernal get only 7/6/4 as their Attribute spread.
Abilities: Infernal choose 4 Favoured Abilities, not 5. They get 32 Ability points, 16 of which must be placed into Caste or Favoured abilities (of those 16, at least 8 must be in Caste abilities). They cannot begin play with more than 3 dots in an Ability before bonus points.
Backgrounds: As Solars.
Charms: The Radiant begins play with only eight Charms, at least three of which must be from Caste Abilities. Please remember general differences in Sorcery. Infernals treat Infernalism as Sorcery and Sorcery as Infernalism for the purposes of prerequisites.
Virtues: Stay the same.
Willpower: Stays the same.
Essence: Stays the same.
Essence Pool: Personal Essence is now calculated at (Essence x2) + Highest Virtue. Peripheral Essence is now calculated at (Essence x5 + Willpower + Highest Virute).
Health Levels: Are calculated the same.
Bonus Points: Aren't quite the same. Essence costs 9 bonus points to increase. Favoured Charms cost 5 freebies; non-favoured Charms cost 6 freebies. Otherwise, use the normal Bonus point rules for Solars.

The Curse

The Great Curse has a special effect for the Infernal. When their carefully-laid plans don't work out, each has his own special way of freaking out. Choose whichever Virtue Flaw fits best; whenever problems occur, roll that Virtue and add towards Limit as for Solars and Lunars. All Infernal Limits last for a number of days equal to their Limit. Also increase Limit by one whenever the Destined refuses to try and control events.

Compassion: Karmic Balance
The character has made mistakes in their plans; now is the time to right them. As long as the character is broken, she will do everything in her power to help anyone that has been injured or harmed by the plans the character has attempted. She will do so far out of proportion to the harm inflicted, and may badly injure herself in the process.
Limit Condition: A plan or action of the character brings unintended harm.

Conviction: Overwhelming Hubris
The character cannot make mistakes! Her plans are perfect! Perfect! The character is not able to see any flaws or problems with her plans, and will blissfully make horrendous errors. Any problems that occur will be blamed on other people deliberately sabotaging her.
Limit Condition: A plan or course of action of the character works flawlessly.

Temperance: Hopeless Indecision
The character's plans are fraught with problems! Nothing works right! Nothing! Why should she bother?? For the duration of the Limit, the character must succeed at a Willpower roll to take any action on her own initiative, even if that action is simply to disobey anyone else. She will distrust any of her own judgements, and will do whatever others suggest.
Limit Condition: A plan or action of the character fails due to unforeseen circumstances.

Valour: Rage of the Heavens
The character's plans would work just fine, if it weren't for that idiot who got in the way! Grah! Get him! This Limit only lasts for a single scene; the character will immediately do everything in her power to utterly kill whomever just screwed up her plan.
Limit Condition: A plan or serious course of action of the character is foiled by someone else.

Charms

Infernal Charms are based on Sidereal Charms, but are often either inversed or twisted to reflect their differing purviews in the world. At the moment, I can't be arsed to create them, but I will eventually.